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#include "game.h"
#include <time.h>
static const float BULLET_SPEED = 600.0f;
static void destroy_bullet(unsigned char index)
{
struct Bullet *b = game->bullets[index];
free(b);
game->bullets[index] = NULL;
game->bullets_left ++;
}
static void bullet_on_collision(struct Entity *this, struct Entity *other)
{
int i, j;
// check if it is the enemy player
// TODO: Ask if this is good practice
struct Bullet *b = (struct Bullet *)this - offsetof(struct Bullet, entity);
if((void *)b->owner == (void *)other)
return;
if(!this->collidable && !other->collidable)
return;
for(i = 0; i < game->num_entities; i ++)
{
if(game->entities[i] == this)
{
for(j = i; j < game->num_entities - 1; j ++)
game->entities[j] = game->entities[j + 1];
//game->entities[i] = NULL;
}
}
game->num_entities --;
destroy_bullet(b->index);
}
void shoot_bullet(struct Player *owner)
{
int i, j;
float speed, angle;
struct Bullet *b;
struct Gun *g = &owner->guns[owner->current_gun];
if(game->bullets_left < g->projectiles_per_shot
|| !g->ready || !g->bullets || owner->reloading)
return;
for(i = 0; i < g->projectiles_per_shot; i ++)
{
b = malloc( sizeof(struct Bullet) );
b->owner = owner;
b->entity.on_collision = bullet_on_collision;
b->entity.collidable = false;
b->entity.use_src_rect = false;
b->entity.texture = game->bullet_texture;
b->entity.x = owner->entity.x;
b->entity.y = owner->entity.y + 10;
b->entity.w = BULLET_WIDTH;
b->entity.h = BULLET_WIDTH;
b->damage = g->damage;
b->entity.name = "bullet";
angle = g->angle * ((float)rand() / (float)RAND_MAX) - g->angle / 2.0f;
speed = (owner->entity.mirror ? -BULLET_SPEED : BULLET_SPEED);
b->entity.dx = speed;
b->entity.dy = SDL_sinf(angle) * 100.0f;
for(j = 0; j < MAX_BULLETS; j ++)
{
if(!game->bullets[j])
{
game->bullets[j] = b;
b->index = j;
break;
}
}
game->bullets_left --;
}
g->bullets --;
g->ready = false;
g->cooldown_elapsed = 0.0f;
Mix_PlayChannel(-1, g->sound_effect, 0);
}
void update_bullets(void)
{
int i;
struct Bullet *b;
for(i = 0; i < MAX_BULLETS; i ++)
{
b = game->bullets[i];
if(b)
{
b->entity.x += b->entity.dx * game->frame_time;
b->entity.y += b->entity.dy * game->frame_time;
if(b->entity.x > (float)game->width || b->entity.x < 0.0f
|| b->entity.y > (float)game->height || b->entity.y < 0.0f)
{
destroy_bullet(b->index);
continue;
}
game->entities[game->num_entities ++] = &b->entity;
}
}
}
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